Quick answer: Godot 4 load_threaded_get_status returning 0 progress for the duration of a large scene load? Progress reporting depends on resource format; PackedScene reports binary on/off - chunk the load.
Loading a 200MB scene. Progress bar shows 0% forever; jumps to 100% at the end.
Chunk into smaller scenes
Split into 10 sub-scenes loaded sequentially. Progress reports per chunk; smooth bar.
Or use a fake progress
Estimate based on elapsed time. Players prefer a moving bar to a stuck one.
Track per-resource
Load resources individually; PackedScene last. Per-resource progress is informative.
“Progress reporting is per-format. Some formats just don't.”
Loading screen UX is often more important than load time. A moving bar feels faster than a stuck one of equal duration.